When a move scores a critical hit, damage is calculated based on either the modified or unmodified attack and defense stats, whichever is more advantageous to the attacker. For example, an attacker who has used {{m|Swords Dance}} and then makes a critical hit will get the benefit of the increased Attack, while one affected by {{m|Charm}} will use its normal Attack score. Another example would be if a team had {{m|Light Screen}} or {{m|Reflect}} on it and the attacker scored a critical on the team with the certain wall; the defense added by the wall would then be ignored, and will do double normal damage. In [[Generation I]], critical hits always ignore stat modifiers, even if this is disadvantageous to the attacker.

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When a move scores a critical hit, damage is calculated based on either the modified or unmodified attack and defense stats, whichever is more advantageous to the attacker. For example, an attacker who has used {{m|Swords Dance}} and then makes a critical hit will get the benefit of the increased Attack, while one affected by {{m|Charm}} will use its normal Attack score. Another example would be if a team had {{m|Light Screen}} or {{m|Reflect}} on it and the attacker scored a critical on the team with the certain wall; the defense added by the wall would then be ignored, and the attacker would do double damage. In [[Generation I]], critical hits always ignore stat modifiers, even if this is disadvantageous to the attacker.

==Same-type attack bonus==

==Same-type attack bonus==

Revision as of 23:40, 16 April 2010

Damage modification is a system of multipliers used to change the damage dealt in a battle. These modifiers affect how the damage is calculated by multiplying the move's base power in various ways. These modifiers range from doubling to halving and even negating the damage done.

Contents

Type effectiveness

Since each move has an elemental type, its effectiveness is largely determined by the targeted Pokémon's type. Moves can have regular effectiveness or be super effective, not very effective, or not effective at all. The effectiveness of types against one another has varied among generations, see this page for its Generation I iteration and this page for the current model.

Super effective

When a move is super effective, it inflicts double the damage it would normally do. For example, a move like Megahorn used against a Template:Type2 Pokémon will be super effective because Template:Type2 moves are super effective against Psychic-types. This effect can stack up; for example, a Pokémon that is Rock/Ground and is hit by a Template:Type2 move like Surf will be damaged four times as much by the move as a Template:Type2 Pokémon would be, because both Rock and Ground Pokémon are weak to Water moves.

Not very effective

When a move is not very effective, it deals half of the damage it would normally do. This works exactly like super effective moves, and can stack up. For example, a Steel/Rock Pokémon will be damaged by a quarter of the amount by a Template:Type2 move. Likewise, a Normal/Flying Pokémon hit by a Template:Type2 move will be damaged normally, as the super-effectiveness of Fighting against Normal is canceled out by the not-very-effectiveness of Fighting against Flying.

Not effective

When a move is not effective, it does not damage the Pokémon at all and that Pokémon is "immune" to that type. This immunity includes status moves of that type. For example, the Template:Type2 move Thunderbolt will have no affect on a Template:Type2 Pokémon such as Dugtrio. Likewise, using the move Thunder Wave will prove useless and yields a "It does not affect Dugtrio" (whereas a Confuse Ray that simply missed yields "It did not affect Dugtrio"). Certain types are immune to specific moves, such as Template:Type2 Pokémon being immune to Leech Seed.

Critical hit

A move will sometimes inflict a critical hit against another Pokémon. This will double the damage done after type effectiveness calculations occur, leading to the possibility of a doubly-super effective move that gets a critical hit to do eight times as much damage as normal. Pokémon with the Sniper ability will triple the damage done during a critical hit rather than double it. Regular moves have a 6.25% chance of scoring a critical hit, but some moves have increased critical hit rates.

The chance of causing a critical hit can be modified by using moves or items that increase the critical hit level.

When a move scores a critical hit, damage is calculated based on either the modified or unmodified attack and defense stats, whichever is more advantageous to the attacker. For example, an attacker who has used Swords Dance and then makes a critical hit will get the benefit of the increased Attack, while one affected by Charm will use its normal Attack score. Another example would be if a team had Light Screen or Reflect on it and the attacker scored a critical on the team with the certain wall; the defense added by the wall would then be ignored, and the attacker would do double damage. In Generation I, critical hits always ignore stat modifiers, even if this is disadvantageous to the attacker.

Same-type attack bonus

A move used by a Pokémon that is of the same type as the move itself will do 150% of its normal damage, such as a Template:Type2 move used by a Fire-type Pokémon. Dual-typed Pokémon will receive this bonus for both of their types, and a Pokémon whose type can change in-battle will receive the bonus for whatever type they are when they make the move.

Weather

Template:Type2 and Template:Type2 moves' damage will be modified by rain and sunshine. If Rain Dance causes a downpour, Water-type moves will do 50% more damage and Fire-type moves will do 50% less damage. If Sunny Day causes harsh sunlight, Fire-type moves will do 50% more damage and Water-type moves will do 50% less damage.

Abilities

Abilities come in a wide variety, and have various effects on damage modification. These affects range from increasing and decreasing the power of moves of a specific type, granting immunities, and even changing the power of moves affected by other damage modifiers. These abilities include:

Dry Skin works in part like Water Absorb, healing the user when hit with a Template:Type2 move, but it also heals the user by 6.25% each turn during rain. However, it also causes the Pokémon to receive additional damage from Template:Type2 attacks and receive 6.25% (of its HP stat) damage during sunshine.

Flash Fire negates the effect of opponents' Fire-type moves and instead increases the power of the ability's user's own Fire-type attacks. Similarly, Motor Drive negates the effect of opponents' Electric-type moves and instead causes the ability's user's Speed to increase. These abilities include status moves like Will-O-Wisp and Thunder Wave.

Mold Breaker removes all ability-based immunities to the user's moves.

Items

Some held items increase the power of an attack by a small percentage. Most of these items boost attacks only of a certain type by 20%. Some items can also modify damage by boosting the attacker's offensive stats or the victim's defensive stats. Some berries also weaken an opponent's super effective move.

Other

In a double battle, moves that hit multiple targets do 75% of the damage they do in one-on-one battles.

Reflect and Light Screen decrease opponents' physical and special attacks, respectively, by 50% in a one-on-one battle and 33% in a double battle.

Randomization adjustment

Every time a regular attack is executed, the actual damage caused is adjusted by a random multiplier between 0.85× and 1.00×. The probability of each percentage is nonuniform due to integer division rounding, causing an approximately 6% chance for each point between 0.85 and 0.99, but only a 2.5% chance for the full damage.